So, this is how you can create a texture in OpenGL ES 1.0:
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.item); int[] textureIds = new int[1]; gl.glGenTextures(1, textureIds, 0); textureId = textureIds[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glBindTexture(GL10.GL_TEXTURE_2D, 0); bitmap.recycle();
You can then use the textureId to bind the texture and draw it on the OpenGLSurfaceView.
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